Labs / Chapter 15

Lab 15: The Interactive Behavior Blueprint
Choreograph disclosure, commitment, memory, control, motion, and user flow

Advanced ~3-4 hr Chapter 15 Core PDF

Chapter 15 is the interaction chapter in full force: students move from “add interactivity” to directing a behavioral system with state, pacing, synchronization, restraint, and critique.

Purpose

~5 min

Chapter 15 reframes interactivity as design language. This lab asks you to choreograph how a map reveals, withholds, remembers, controls, and moves so that interaction clarifies the map rather than becoming noise.

Core ideaYou are no longer just asking for widgets. You are directing user experience through behavioral systems.

Setup: Choose an Interactive Map Scenario

~15 min

Choose or reuse a previous lab scenario. The map should need more than one behavior, but not every possible behavior.

  • Public library access with filters and pop-ups
  • Wildfire risk with time, shelters, and warnings
  • EV charger availability with network and charger-type filters
  • Neighborhood housing burden with panels and comparison tools
  • Environmental monitoring stations with uncertainty and data panels
Map scenario
Audience:
Primary user task:
Interaction grammar: exploratory / narrative / analytic / blended
What users should see first:
What users may explore freely:
What users should not be able to do:
Most dangerous possible interaction:

Part 1 - Select the Interaction Grammar

~25 min
Analyze my map scenario and recommend an interaction grammar: exploratory, narrative, analytic, or blended. Explain what the map should invite users to do, what it should discourage, and how much agency users should have. Then identify one interaction that sounds useful but would probably distract from the map's purpose.

Part 2 - Design Disclosure Systems

~35 min
Design the disclosure system for this map. Specify legend state, filter defaults, filter grouping, what is expanded/collapsed, which categories appear by default, how legend entries update when filters change, reset behavior, and mobile behavior. Include state words explicitly: expanded, collapsed, active, disabled, hidden, reset.
ElementDefault stateUser actionSystem responseFailure avoided
LegendExample: Short noteExample: Short noteExample: Short noteExample: Short note
FiltersExample: Short noteExample: Short noteExample: Short noteExample: Short note
ResetExample: Short noteExample: Short noteExample: Short noteExample: Short note

Starter examples only; expand this in your own notes or submission document.

Part 3 - Design Commitment Systems

~35 min
Design tooltip and pop-up behavior for this map. Treat hover/tap as curiosity and click as intent. Specify tooltip content, timing, mouseout behavior, mobile replacement behavior, pop-up content hierarchy, close behavior, expansion behavior, and maximum content before the user must choose More details.
PacingIf everything appears on hover, clicking has no job. If everything is hidden behind clicks, curiosity becomes labor.

Part 4 - Design Memory and Persistence

~30 min
Design the memory system for this map. Specify what persists across interactions, what updates automatically, what stays fixed, what resets, what a side panel or dashboard should summarize, and when users can freeze or clear values. Explain how this prevents users from repeatedly reorienting themselves.

Part 5 - Design Control Systems

~30 min
Design layer toggles, menus, and optional locator map behavior. Specify which layers are locked, which are toggleable, whether reordering is allowed, which controls are primary vs secondary, which tools go into menus, whether a locator map is needed, and which features should be refused to prevent scope creep.

Part 6 - Design Motion and Continuity

~25 min
Design transition behavior for this map. Specify which state changes deserve smooth motion, which should be abrupt, duration, easing, synchronization, reduced-motion behavior, and when motion stops. Explain where smoothness would clarify continuity and where it would mislead.

Part 7 - Orchestrate the User Flow

~35 min
Write a user flow for this interactive map. Include what users see first, what invites the next action, what happens after hover/click/filter/reset, where users are allowed to pause, where exploration is free, where the map shifts into narrative or analytic mode, and how users return to overview.

Part 8 - Test by Subtraction and Variation

~30 min
Critique this interaction design. Identify under-specified states, over-specified affordances, inconsistent states, gratuitous animation, and possible validation bias. Then recommend three subtractions and two small prompt variations to test whether the design is robust.

Part 9 - Compile the Behavioral Specification

~30 min
Compile my decisions into a production-ready Behavioral Specification. Include interaction grammar, disclosure, commitment, memory, control, motion, user flow, accessibility, mobile behavior, state synchronization rules, features explicitly excluded, testing prompts, and a self-check asking the assistant whether each behavior clarifies or clutters.

Submission

~20 min
  • Map scenario and interaction grammar
  • Disclosure system table
  • Tooltip/pop-up commitment plan
  • Memory and persistence plan
  • Control system scope decision
  • Motion and continuity rules
  • User flow
  • Subtraction and variation tests
  • Final Behavioral Specification
  • 500-700 word reflection on interactivity as rhetoric
How to Do Well A friendly self-check: aim to name states explicitly, stage disclosure, keep hover and click roles distinct, synchronize panels/legends/filters, remove needless controls, support mobile and reduced-motion users, and show that behavior inherits earlier design decisions. Think of this as the success path while you work, not a gotcha at the end.

Psst! Before You Turn This In...

~3 min

Yes, we are doing this again. That is very much the point.

Do the tiny-but-mighty judgment check. If these answers are fuzzy, revise the map idea before polishing the prompt.

  • Purpose: Can you say what this map helps someone understand or decide?
  • Evidence: Can you point to the data, source, or context behind the claim?
  • Omission: Did you leave out, downplay, or defer anything that would distract or mislead?
  • Risk: What could be overstated, exposed, or misunderstood?
  • Human check: What must be verified outside the LLM?
  • Stop rule: What would make you redesign, withhold, or simplify this map?
Ian's recurring refrain Prompt frameworks are scaffolds. The LLM can suggest, critique, and surprise you; you still own the cartographic judgment.